One of my earliest memories are the early 8-bit visuals found in computer gaming consoles such as Nintendo Gameboy and playing games like Super Mario Land and Pokémon.
The simplicity of these early 8-bit visuals fascinated me and continues to do so. Characters and objects from these games have a unique aesthetic due to the limitation of processing power of the machines they were run on.
There were two principle paradigms for rendering images onto a screen, raster and vector.
I base my works using imagery generated through raster rendering as it is the more familiar method for drawing onto a screen; an electron rapidly sweeps every line in sequence forming a gridded image, and line by line a picture is assembled.
I create these images using a gridded format, cutting long strips of coloured sheet glass, stacking them into a square mould. This method is reminiscent of the way these images were originally created, layer by layer, pixel by pixel. It is a way of merging recent gaming technology using glass as the material to create a contemporary piece of art.
The process of using multiple glass tiles of a single image and duplicating that image to construct a larger work draws parallels with the style of gaming I reference known as Tile-Based Video Games.
I can reconstruct iconic characters from these original games then generate patterns using these tiles to create artworks that either reference the game itself, or the screen in which they are played on.
My most recent series looks at the idea of Easter eggs; a term used when referencing something and hiding it away in plain sight. So by creating physical eggs with images on them I employ the idea of the viewer searching the surfaces in search of the pop-culturally iconic images.